CK Quest Tutorial - Stuck at adding a quest waypoint.

Post » Tue Jun 19, 2012 6:23 am

I'm loosely going through the quest tutorial, and really only doing the parts that apply to the quest that I'm working on, and I've hit a wall. I've been fine up until now, but for the life of me, I can't get a quest waypoint to appear.

I'm at step
http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends#Map_Marker

And when I try to add

ObjectReference property DungeonMarker auto
SetObjectiveDisplayed(10)
DungeonMarker.AddToMap()

to the Papyrus fragment box in Quest Stage 10, It won't compile. Most likely it's something completely ridiculous, but I can't get around it. The discussion about this section refers to "- Select the map marker as the target of your new property" but I have no clue how to, and I can find it in the tutorial anywhere. I assume somewhere I have to set DungeonMarker as the variable or alias for the name I have for my MapMarker at the location, but can't find where.

Here's the compile error log:

Starting 1 compile threads for 1 files...
Compiling "QF_SCMQ001_010012CF"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_SCMQ001_010012CF.psc(18,16): no viable alternative at input 'property'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_SCMQ001_010012CF.psc(19,21): no viable alternative at input '('
No output generated for QF_SCMQ001_010012CF, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on QF_SCMQ001_010012CF


Help?
User avatar
Andrew
 
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Joined: Tue May 08, 2007 1:44 am

Post » Mon Jun 18, 2012 10:33 pm

Don't add properties manually in a quest stage. Either use the "Properties" button, or go to the Scripts tab on your quest and use the properties button from there.
User avatar
Danel
 
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Joined: Tue Feb 27, 2007 8:35 pm

Post » Tue Jun 19, 2012 5:20 am

Also make sure that your quest objective index corresponds to your script command! It took me hours to realize I was calling
SetObjectiveDisplayed(10) but my objective pointer had an index of 1.

Not sure if you know, but it's not supposed to be the quest stage number - its the number from the quest objectives tab.
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Ebony Lawson
 
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Joined: Fri Feb 16, 2007 11:00 am

Post » Tue Jun 19, 2012 12:39 am

Don't add properties manually in a quest stage. Either use the "Properties" button, or go to the Scripts tab on your quest and use the properties button from there.


Ok, first off: THANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOU.

Secondly: Ok, got that to work. It all makes sense now. However, what I thought I was adding was the little downward pointing arrow that the quests use to show you where your target destination is. How do you toggle that on? Currently the quest I created just tells you what to do without telling you where to do it. Is that explained in the quest tutorial? I didn't see it, yet toward the end of the tutorial one of the pictures shows the arrow pointing at the body of the thief.
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Hope Greenhaw
 
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Joined: Fri Aug 17, 2007 8:44 pm

Post » Tue Jun 19, 2012 6:49 am

Can anyone point me to a section on how to use the compass navigation for quests? I'm hoping it's not my skyrim installation that isn't adding the arrows. I had used the compass mod a while back which removes all overworld locations from the compass. Another thing though is in my quest journal "show on map" is greyed out and can't be selected for my current quest.
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FITTAS
 
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Joined: Sat Jan 13, 2007 4:53 pm

Post » Mon Jun 18, 2012 6:58 pm

Another question:

The above question hadn't been answered yet.


In the basic quest tutorial, the script that is applied to the thief

Event OnDeath(Actor killer)
TutorialQuest.SetStage(20)
EndEvent

Does not allow the player to get credit if his pet lands the killing blow. What's the fastest way to correct that? (other than not using a pet:P)
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Jessica Thomson
 
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Joined: Fri Jul 21, 2006 5:10 am

Post » Tue Jun 19, 2012 6:32 am

The script above has nothing to do with who killed the actor - so it should trigger no matter who kills the scripted actor.

As for the quest target - you need to set up an alias pointing to whatever you want to point at, and then in the objective you can add a quest target to that alias.
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scorpion972
 
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Joined: Fri Mar 16, 2007 11:20 am

Post » Tue Jun 19, 2012 2:05 am

Ok, i've gotten to the point where I gave up. No matter what I did, I couldn't seem to get the quest arrows to show up. Hopefully someone who downloads my mod for it's basic use can point me in the right direction. Also, in trying to have the disabled "Thief" character be enabled at quest step 10, he never showed up. I ended up just letting him spawn as usual, since i've been messing with this for 8 hours and grown frustrated.
User avatar
Charleigh Anderson
 
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Joined: Fri Feb 02, 2007 5:17 am


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